Kill Tracker Keybind #242
Replies: 3 comments 3 replies
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What do you mean by that? You generally only have to click it once at the start of the map, then again in the hideout if you know you're done with the map. But yes, your solutions do sound better. Off the top of my head, there shouldn't be an issue with starting/refreshing the tracker by omni-clicking once, but I will do some testing tomorrow. Only thing I can think of right now is that the first press of the key in a map would be "swallowed," which could be confusing if there was a movement skill bound to it. Same in the hideout. I could theoretically just add a tooltip that follows the cursor as a reminder to press it once to start the tracker, just to avoid confusion (only at the start of the map, not for the hideout -- that could end up being obnoxious). |
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Hard agree on the vertis, I've been using a Zelotes c-18, but I wanted to find an ergonomic option with 6+ buttons that didn't have a scroll wheel that died in two months. The trackball's been a nice experiment for anything not camera-based, but the polling rate of 125hz means you get those jerky/stuttery movements in fps. Not sure I can offer more feedback on the kills command, it's more your wheelhouse/time. Thanks for considering it. |
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Yeah, this definitely feels better! |
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The kill tracker not being automated makes sense, but clicking there immediately is tricky sometimes especially if the portal ends up "hot". Two possible methods I thought of to improve ease of use, depending on limitations-if Lailloken already reads the client.txt (though I don't think it does), if the kill tracker is set to log any instance of the /kills result, then people can use any of their own macros to trigger the /kills command and improve ease of use there. The other option would be to add an omni key function to trigger and log the /kills command. Tapping omni key might be enough assuming there's no other relevant binding to that when no menus are open?
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